phaser/Tests/cameras/fade fx.js

42 lines
1.6 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('background', 'assets/pics/large-color-wheel.png');
myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
myGame.loader.load();
}
var car;
function create() {
myGame.createSprite(0, 0, 'background');
car = myGame.createSprite(400, 300, 'car');
}
function update() {
car.renderDebugInfo(32, 32);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
car.angularAcceleration = 0;
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
car.angularVelocity = -200;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
car.angularVelocity = 200;
}
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
car.velocity.copyFrom(motion);
}
// Fade when the car hits the edges, a different colour per edge
if(car.x < 0) {
myGame.camera.fade(0x330066, 3);
car.x = 0;
} else if(car.x > myGame.world.width) {
myGame.camera.fade(0x000066, 3);
car.x = myGame.world.width - car.width;
}
if(car.y > myGame.world.height) {
myGame.camera.fade(0x000000, 3);
car.y = myGame.world.height - car.height;
}
}
})();